Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Vector models for data-parallel computing
Vector models for data-parallel computing
Triquadratic Reconstruction for Interactive Modelling of Potential Fields
SMI '02 Proceedings of the Shape Modeling International 2002 (SMI'02)
An evaluation of reconstruction filters for volume rendering
VIS '94 Proceedings of the conference on Visualization '94
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Real-time GPU rendering of piecewise algebraic surfaces
ACM SIGGRAPH 2006 Papers
Real-Time Isosurface Extraction Using the GPU Programmable Geometry Pipeline
ACM SIGGRAPH 2007 courses
Accelerating volume raycasting using occlusion frustums
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
Mesh deformations in X3D via CUDA with freeform deformation lattices
Proceedings of the 2011 international conference on Virtual and mixed reality: systems and applications - Volume Part II
Differential constraints for bounded recursive identification with multivariate splines
Automatica (Journal of IFAC)
Interactive isosurfaces with quadratic C1 splines on truncated octahedral partitions
Information Visualization - Special issue on Visualization and Data Analysis 2011
Efficient isosurface extraction using marching tetrahedra and histogram pyramids on multiple GPUs
PPAM'11 Proceedings of the 9th international conference on Parallel Processing and Applied Mathematics - Volume Part II
Hi-index | 0.00 |
Smooth trivariate splines on uniform tetrahedral partitions are well suited for high-quality visualization of isosurfaces from scalar volumetric data. We propose a novel rendering approach based on spline patches with low total degree, for which ray-isosurface intersections are computed using efficient root finding algorithms. Smoothly varying surface normals are directly extracted from the underlying spline representation. Our approach is using a combined CUDA and graphics pipeline and yields two key advantages over previous work. First, we can interactively vary the isovalues since all required processing steps are performed on the GPU. Second, we employ instancing in order to reduce shader complexity and to minimize overall memory usage. In particular, this allows to compute the spline coefficients on-the-fly in real-time on the GPU.